implementation of interactive multimedia-based learning to...
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Implementation of Interactive Multimedia-Based Learning
To Creat ICT Literacy in Education of Computer Science Education Program
FPMIPA UPI
Wawan Setiawan, Heri Sutarno, and Enjang A. Nurdin
Computer Science Education FPMIPA UPI
A b s t r a ct
Interactive multimedia-based learning is learning to use computer tools
that can be combined with face to face activities. Interactive multimedia
can improve learning effectiveness is no longer limited by space and
time, anytime and anywhere as long as students have a computer device,
the learning process can be done. This activity aims among others to give
enlightenment to the world of education through the adaptation of
information and communication technology in the learning that occurs
accelerating the acquisition of information and learning quality
improvement. The impact of this activity is expected to create
technology-literate culture among the education community both faculty
and students so as to enhance innovation and creativity of the parties
involved in the learning college. Interactive multimedia identical with the
institution's assets, and competencies of human resources. Renewal of
competence can be done among others through interactive multimedia
that competence is always giving business value through creativity and
innovation of human resources. Competence development process can be
carried out within a relatively short and covers a larger number.
Interactive multimedia can be done from any location as long as he has a
computer device, interactivity is possible independently and in complete
visualization. To develop interactive multimedia, required human
resources, infrastructure and training settings. Role or roles required in
the implementation of interactive multimedia-based learning among
others, lecturers and students. Lecturer role filling material, responding to
student questions, and assess student work submitted. Students access the
material act, discuss, and the tasks required. Infrastructure needed is not
too complex includes both a desktop computer or laptop or computer lab.
Implementation of interactive multimedia learning done in several stages
that are user needs analysis, review multimedia software, software
installation, operational training software, and maintenance.
Implementation of learning activities will be performed in Education
Study Program of Computer Science Education at FPMIPA UPI to
Introduction Information and Communication Technology course with 4
(four) study groups. Preliminary results indicate a change in culture with
ICT literacy. In learning to use interactive multimedia, there are several
obstacles and supporters. Supporting factors such as students and
lecturers are good with computers, the availability of computer facilities,
high student interest, and a positive response to faculty using interactive
multimedia. Inhibiting factor is the specification of a multimedia
computer to play less than the maximum so that the interactive
multimedia will be slow.
Keywords: Interactive Multimedia, Information and Communication
Technology.
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I. INTRODUCTION
1.1 Background
Many phenomena that occur in nature in the form of multimedia, but in the text books, such
phenomenon was modified in a written form that must be changed again by the readers into
mental images, it takes imagination, which sometimes felt difficult by students pesetas.
Multimedia-based learning is learning to use a computer system equipped with audio, visual
and kinetic (mouse). Concepts that are abstract, and difficult to observe that it is hard to
reach learners pesetas imagination can appear more concrete and resembles the real world by
using visualization.
1.2 Objectives and Targets
1.2.1 Objectives
In particular, this activity aims among others to the following. Packed full of interactive
multimedia software for 4 (four) study groups.
a. The installation of supporting software applications required to support interactive
multimedia-based learning.
b. Disseminating software interactive multimedia-based learning at the faculty and
students to interactive multimedia-based learning to walk.
c. To evaluate learning outcomes with interactive multimedia.
1.2.2 Targets
Specifically target this activity among others to be as follows. Education Studies
a. Program Computer Science has an alternative learning model that empowers ICT.
b. Studies Program Computer Science Education has resources that can empower ICT
as a means of modern pembelaajran.
c. Education Studies Program Computer Science has a culture of modern learning
through ICT empowerment.
d. Education Studies Program Computer Science was able to develop more modern
teaching models.
e. Model learning system is easy to learn and use by lecturers and students.
Learning facilities available that can be used anytime, anywhere and by anyone.
1.3 Research Problems
Problems of this activity can be translated into several sub-problems as follows.
a. How to prepare a study into the community as a multimedia interactive ICT-based
learning?
b. How to prepare human resources for ICT to empower the learning tools?
c. How did the implementation of interactive multimedia?
d. How to guard the continuity of interactive multimedia learning?
e. How the effectiveness of learning with interactive multimedia?
II. LITERATURE STUDY
2.1 Learning Theory
There are several theories put forward about learning, every theory has its own concepts or
principles of learning that occurs in pesetas students, learning theory can be categorized to
several sections, among others:
1. Theory of behavior (Behavioristic)
According to behavior theory approach, each of stimulation led to a response back. For
example in computer-based learning, student interest pesetas to learning caused by the way
of delivery of good teaching so that students pay attention pesetas. This theory assumes that
students will perpetuate something action, if appropriate reassurance given to students.
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2. Constructivism Theory
According to constructivism, learners peseta is no longer considered to be learned from what
is given by the professor or the teaching system, but actively educate pesetas establish
himself. Constructivism view learning as an active process that occurs in one in building
knowledge significant in themselves through interaction with the environment by building
linkages between knowledge and knowledge has been under study. Pesetas students
"construct" (building) to check his own knowledge with new ideas and approaches based on
knowledge and experience of previous students pesetas, apply them to new situations and to
integrate new knowledge gained by students pesetas intellectual abilities that have been built
before.
3. Cognitive Theory
Cognitive theories related to memory, namely long-term memory and short-term memory.
This theory also supports the interactive learning, where students act actively acquiring,
structuring and reviewing the knowledge to make it meaningful. To help students acquire
knowledge, subject matter presented in the form of visualization that knowledge is better
organized and easily understood. Some aspects of cognitive theory is very important in
computer-based teaching. These aspects include: observation and penanggapan; memory;
understanding active learning; motivation; transfer of learning and the differences between
individuals. In order to improve the quality of education, one business can do is to
understand how the students learn pesetas, among others:
a. What behaviors indicate that learning has taken place in pesetas educate yourself?
b. How information obtained from the environment is processed in the minds of students so
that the peseta's pesetas and then pesetas educates students to develop?
c. How should the information is presented so that students can digest pesetas and
remember longer educates pesetas in mind?
2.2 Media In Teaching Learning Process
Every person has different abilities in capturing the information communicated to him.
Learning experiences that each person has a very varied, namely:
a. 10% of what is read,
b. 20% of what is heard,
c. 30% of what is seen,
d. 50% of what is seen and heard,
e. 70% of what is said,
f. 90% of what is said and done
From the above description, so that teaching and learning process can work well, students
should be encouraged pesetas to utilize all the tools senses. Lecturers tried to display the
stimulus (stimulus) that can be processed in various senses. The more sensory organs that are
used to receive and process information the more likely the information is understood and
retained in memory.
3.3 Computer-Based Interactive Learning
Multimedia is a tool that can create dynamic presentations and interactive graphics that
combine text, animation, audio and video. Utilization of computers to create a combined
text, graphics, audio, moving images (video and animation) by combining the link
(relationship) and tools that allow users to navigate, interact, create and communicate.
Multimedia Interactive (MMI) has several characteristics, among others:
a. Content representation (giving satisfaction);
b. Text combines graphics, animation, audio and video;
c. Full color and high resolution;
d. Response and reinforcement learning;
e. Developing principles of self-evaluation;
f. Can be used in classical or individual.
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Computers serve as managers in the learning process known as the Computer-managed
Instruction (CMI). Utilization of the computer as a teaching assistant in addition known as
Computer-Assisted Instruction (CAI) or Computer-Assisted Learning (CAL) is a computer
assisted learning as a guide (guide), for example, interactive CDs mathematics, Science,
Physics, Biology, and others. While Computer Based Instruction (CBI) is learning to use
computers as tools (tool). CAI was developed in several formats, including: tutorials, drill
and practice, simulations, games, and discovery.
Figure : Computer Assisted Instruction (CAI) Model
a. Tutorial
Tutorial teaching program with computers based that imitate the tutor system conducted by
professors or instructors. Information or messages presented in the form of a concept of a
computer screen with text, pictures, or graphs.
b. Drill and Practice (Exercise)
Computer prepared a series of problems or questions similar to those commonly found in a
book or work sheet workbook. One question asked and the answers given by students pesetas
then assessed and analyzed and presented before the next question is displayed.
c. Simulation
Simulation program with the help of a computer trying to match the dynamic processes that
occur in the real world.
d. Games Educatonal
Game program is well designed to motivate students pesetas, increase knowledge and skills.
III. METHODOLOGY
These activities will be implemented through the stages as follows.
3.1 Preparation
a. Need Assessment
b. Provision of CD learning package
c. Simulations using the CD package of learning
3.2 Implementation
a. Implementation study
b. Provision of learning tasks
c. Evaluation of learning outcomes
GAMES 4
DRILL & PRACTICE 2
TUTORIAL 1
SIMULATION 3 DISCOVERY
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MODEL CAI
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3.3 Monitoring and evaluation activities
a. Review and evaluation of interactive multimedia devices
b. Completion of interactive multimedia devices
c. Testing interactive multimedia devices that have been furnished
3.4 Analysis of the impact
a. Skil use the software.
b. The spirit of empowering technologies to support the study process.
c. Optimizing the learning time.
d. Technology-literate culture.
3.5 Reporting
a. Formulation of the report
b. Submission reports
3.6 Utilization Strategy
Here is a role or roles required in the implementation of interactive multimedia:
Table 3.1 Role and Function
Name Of Role Actions
Lecture Designing learning
Filling material
Responding to a question
Evaluating tasks
Giving feedback
Evaluating the learning process
Student Following learning
Respond / actively participate;
Studying multimedia
Discussion
Sending tasks
Following evaluation
Infrastructure necessary for interactive multimedia systems can work well is as follows:
Table 3.2 Infrastructure
Kind Spesification
Personal Computer Supports flash applications
Capacity 512 MB (and can grow as needed plus)
LCD Projector Support presentations
Computer Lab Supports flash applications
Capacity 512 MB (and can grow as needed plus)
Interactif Multimedia
(MMI)
Content representation (giving satisfaction);
Text combines graphics, animation, audio and video;
Full color and high resolution;
Response and reinforcement learning;
Developing principles of self-evaluation;
Can be used in classical or individual.
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IV. RESULTS
From the results of a preliminary study of 64 students obtained the following data:
A. Students
1. Students interest of introductory courses in information technology
Table 4.1 Students Against Interest introductory course
Student Interests Frequencei Persen (%)
a. Very Interesting 23 35.9
b. Interesting 24 37.5
c. Not interesting 2 3.1
d. Boring 15 23.4
Total 64 100.0
Table 4.2 Reasons Students introductory courses
Alasan Mahasiswa menyukai Mata kuliah
Pengantar Teknologi Informasi dan Komunikasi Frekuensi Persen (%)
a. Interesting lecture 26 40.6
b. Introductory courses in information technology, many
mamfaatnya 8 12.5
c. Challenged 25 39.1
d. Lecturer is good 5 7.8
e. Total 64 100.0
Table 4.3 Reasons Statistical Data Students are not introductory courses
Alasan Mahasiswa tidak menyukai
Mata kuliah pengantar teknologi informasi Frekuensi Persen (%)
a. College hard 30 46.9
b. His lecturers keler 10 15.6
c. The courses a lot of practice 17 26.6
d. Learning boring 7 10.9
Total 64 100.0
2. Learning Method
Table 4.4 How to Study Students In introductory courses of information technology
Student learning strategy Frekuensi Persen (%)
a. Memorized 6 9.4
b. Practiced 48 75.0
c. Made note 0 0
d. Understood 10 15.6
Total 64 100.0
Table 4.5 Student Activities in learning
Student Activities Frequence Percent (%)
a. Listened to lecturers 12 18.8
b. Practicing 21 32.8
c. Reading books 10 15.6
d. Discussion 21 32.8
Total 64 100.0
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Table 4.6 The use method by lecture
Methode Frequence Percent (%)
a. Demonstration 6 9.4
b. Discussion 10 15.6
c. Lecture 26 40.6
d. Experiment 22 34.4
Total 64 100.0
3. The Use of Learning Media
Table 4.7 Using Learning Media by Lecture
Learning Media Frequence Percent (%)
a. Yes, Always 20 31.3
b. No 24 37.5
c. Rarely 10 15.6
d. Often 10 15.6
Total 64 100.0
Table 4.8 Learning All Media Types Used
Types Frequence Percent (%)
a. Computer 58 90.6
b. Picture 4 6.3
c. Tools 0 0
d. Real Object 2 3.1
Total 64 100.0
4. Factors Inhibiting and Supporting
Table 4.9 Availability of computers at home
Availability Frequence Percent (%)
a. Very Adequate 18 28.1
b. Adequate 29 45.3
c. Inadequate 8 12.5
d. No facilities 9 14.1
Total 64 100.0
Table 4.10 The ability to use computers.
The ability to use computers Frequence Percent (%)
a. Very Good 11 17.2
b. Good 37 57.8
c. No Proficient 16 25.0
d. Can Not 0 0
Total 64 100.0
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5. Student Resuls of Study
Table 4.11 Result of Study
Resuls Frequence Percent (%)
a. Very Good 16 25.0
b. Good 26 40.6
c. Quite 10 15.6
d. Less 12 18.8
Total 64 100.0
B. Lecture
1. Learning Preparation
Table 4.12 Learning Plan
Reasons Frequence Percent (%)
a. To assist in achieving goals 2 50.0
b. An obligation 2 50.0
c. Curriculum demands 0 0.0
d. For credit points 0 0,0
Total 4 100.0
Table 4.13 Resons of Learning Plan
Reasons Frequence Percent (%)
a. Media can be petrified students understand
the concept of 1 25.0
b. Curriculum demands 3 75.0
c. It's a habit 0 0
d. Must exist in college plan 0 0
Total 4 100.0
2. Use of Methodology and Strategy
Table 4.14 Objectives of Learning Plan
Objectives Frequence Percent (%)
a. understand the concepts, principles and strategies 2 50.0
b. memorize lecture 0 0.0
c. answer the question correctly 0 0.0
d. can think creatively 2 50.0
Total 4 100.0
Table 4.15 The Use of Method
Methode Frequence Percent (%)
a. Demonstration 1 25.0
b. Discuss 2 50.0
c. Speech 0 0.0
d. Experiment 1 25.0
Total 4 100.0
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3. Using of Learning Media
1) Student of Interest and Activities in Learning
Table 4.16 Interest of Multimedia Interactif Learning
Interest Frequence Percent (%)
Interesting 22 68.8
Quite Interesting 8 25.0
Uninteresting 2 6.3
Total 32 100.0
Table 4.17 Learning Use Interactif Multimedia
Interactif Multimedia Frequence Percent (%)
a. I am more active learning 21 65.6
b. I'm confused 8 25.0
c. I'm more passive 3 9.4
Total 32 100.0
2) Using The Media
Table 4.18 Difficulties Using The Media
Kesulitan menggunakan media Frequence Percent (%)
a. I feel no difficulty because the instructions
clearly 19 59.4
b. I found it difficult because the instructions are not
clear 4 12.5
c. I do not feel hard because they can use a
computer 9 28.1
Total 32 100.0
3) Understanding Materials
Table 4.19 Understanding Materials
Pemahaman materi Frequence Percent (%)
a. Very Helpful 26 81.3
b. Help 6 18.8
c. Un Helpful
Total 32 100.0
Table 4.20 Matter Understanding by Multimedia
Understanding Frequence Percent (%)
a. Knowing 30 93.8
b. Unknowing 1 3.1
c. Confused 1 3.1
Total 32 100.0
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4) View of Media
Table 4.21 View of Media
Tampilan media Frequence Percent (%)
a. Well 13 40.6
b. Quite 13 40.6
c. Less 6 18.8
Total 32 100.0
Table 4.22 Multimedia Sound
Sound Frequence Percent (%)
a. Well 13 40.6
b. Quite 12 37.5
c. Less 7 21.9
Total 32 100.0
Table 4.23 Presentation of Matter
Presentation Frequence Percent (%)
Very Clear 15 46.9
Very Clear 16 50.0
Unclear 1 3.1
Total 32 100.0
5) Using of Media
Table 4.24 Presentation
Presentation Frequence Percent (%)
a. Well 2 50.0
b. Quite 2 50.0
Total 4 100.0
Table 4.25 Audio
Audio Frequence Percent (%)
a. Well 1 25.0
b. Quite 2 50.0
c. Less 1 25,.0
Total 4 100.0
V. CONCLUSIONS AND RECOMMENDATIONS
5.1 Conclusion
In learning to use interactive multimedia, there are several obstacles and supporters.
Supporting factors such as students and lecturers are good with computers, the availability of
computer facilities, high student interest, a positive response to faculty using interactive
multimedia. Inhibiting factor is the specification of a multimedia computer to play less than
the maximum so that the interactive multimedia will be slow.
5.2. Advice
Based on research results related to the benefits paktis peneltian, the author gives
suggestions: For the faculty, should create interactive multimedia courses mostly done in the
lab, The students should more actively seek other sources of learning that can enhance
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understanding of course material, To the policy makers, the author suggests the existence of
special attention for learning with multimedia developers by providing adequate facilities
and faculty to facilitate menggembangkan and using interactive multimedia, and for
researchers who will conduct research with a focus on the same problem, suggested
researching and developing interactive multimedia courses other.
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Appendix: Snapshoot Interface MMI